Humanoid health replicated

How would I be able to make it so humanoid health doesn’t replicate to other clients?
Like if I were to damage a humanoid on the sever make it so the client other than the one I damaged sees that it was damaged.

This might be a stupid question but I just want to know if its possible.

1 Like

There’s this property in the humanoid
image

2 Likes

No, what I’m trying to do is make it so the health doesn’t replicate to other clients but only your own. That just makes it where you can’t see it when it’s damaged, it still replicates.

Sever:

Client:

2 Likes

Why exactly is it a problem that the health replicates even if the players can’t see it?
Do you want the health to be independent to other players rather than global?


^ This is a screenshot of an exploiter looking at another player’s health for an unfair advantage

In my game health matters, so to answer your question I do want it to be independent, this is so people can’t have unfair advantage.

I understand your problem now.
The only solution to this would be to simply not use that property.
You would have to track and deduct health either inside of a ServerScript or somewhere like ServerStorage where the client can’t see that information.

You can then send the health to the player with a remote, and edit the property on the client using a LocalScript so the health displays only for the player themselves.
-
You could create a new Humanoid instance and parent it to ServerStorage, if you need the regenerate health script, you can modify it to work just for the humanoid, and clone it into the humanoid.
Weapons/things that damage the player, you edit to instead damage the corresponding Humanoid inside ServerStorage, you could easily track it by naming this Humanoid the same as the player it belongs to.

Oh okay, that seems like a good Idea. I will try that out and let you know if it works.

1 Like

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.